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Dpaint43 (16 KP) rated Codenames in Tabletop Games

May 29, 2019 (Updated May 29, 2019)  
Codenames
Codenames
2015 | Card Game, Deduction, Party Game, Spies / Espionage, Word Game
Such variability, every game is different. (0 more)
Playing with the same people sometimes becomes too meta. (0 more)
Let the right ones in
In this party game of abstracted espionage, you have the task of using clue words to have teammates figure out who they should let in and who they should keep out. There is a 5×5 grid of "codenames" that are on the table. Common words like fish, key or skipping. As the speaker for your team, you know which codenames are meant for your team and which are for the other team by using a grid representation only the two team speakers could see. 8 of the codename agents are for your team and 8 for the other (the grid also has a color around it which adds an additional agent for one team but then they get the privilege of going first). There are also 8 neutral citizens that end the turn if chosen. Then there is the dark agent. If he is chosen by the team, that team loses. Once each turn the speaker will give a one word clue (something that correlates with one or more codename cards) followed by a number (how many codename cards it correlates to). Your team has to pick at least one card on the table from the clue. Get it right and they get to choose again (one number more than the number you gave after the clue is the amount of guesses they can get a turn) or choose not to push their luck and stop. Get it wrong and that might let an agent for the other team in, a citizen or worst of all the dark agent that loses the game. This keeps going until a team successfully gets all their codename agents in. A great party game for unlimited amounts of people breaking into two teams. Laughs and accusations fly. Maybe the best party game in years and available in many forms that keep growing (basic, adult words, Disney, pictures only, marvel...etc)
  
Murder Makes Scents
Murder Makes Scents
Christin Brecher | 2020 | Mystery
8
8.0 (1 Ratings)
Book Rating
Stella Returns Home with an Unexpected Souvenir – Danger
Stella Wright is taking a break from the Wick & Flame, her candle shop on Nantucket, to attend a perfume conference in Paris with her mother, Millie, who is one of the speakers. The conference ends abruptly, however, when Stella and Millie are part of a crowd that witnesses a man being stabbed right in front of them. After being questioned by the police, they return home to the island, assuming their only connection to the crime is behind them. Stella quickly begins to think that trouble has followed them home. Is she correct? What might their connection to the murder be?

When I first heard this book was going to start in Paris and move the action to Nantucket, I was worried the author wouldn’t be able to pull it off. From the pacing standpoint, I didn’t have any issues with this book since the story picked up quickly. The book uses a MacGuffin to ignite the plot, and that’s where my issue was. I just couldn’t buy into it. Having said that, I still found the story compelling since the stakes were personal for Stella. I flew through the book in a couple of days because I had to know what was going on. The climax is a bit over the top, but it fits the plot well. Due to the nature of the story, we don’t see as much of the supporting cast from the original, but the new characters more than make up for it. They are perfect at being suspicious without being obviously the villain. Unfortunately, there are also a few timelines issues in the story, but nothing that affects the plot, just stuff that annoys me. We get some tips for making candle molds and a delicious sounding cranberry pie recipe at the end of the book. Even with my issues, I was glad I read this book.